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Trigger Lab

lordvicky edited this page Jul 14, 2026 · 3 revisions

Trigger Lab

Design your own adaptive-trigger effects using the full DualSense effect surface, and feel them live on the controller as you edit. Each trigger (L2 / R2) gets its own effect.

Effect modes

Mode What it feels like Key parameters
Off Stock trigger, no effect
Feedback Constant resistance from a point onward Start, Force
Weapon Resistance that "breaks" like a gun trigger Start, Wall, Force
Vibration Trigger vibrates as you pull Start, Force (+ frequency)
Multi Feedback Different resistance per zone across the pull — 10 zones per-zone Force
Slope Resistance ramps between two points Start, End, Start Force, End Force
Multi Vibration Different vibration strength per zone — 10 zones per-zone Force

Positions and forces are set in 5% steps across the pull range (0–100%). The 10-zone modes give you a custom curve — e.g. light at the top, a hard band in the middle, free at the bottom.

Vdsd version note: the newer modes (Multi Feedback, Slope, Multi Vibration, frequency-controlled Vibration) use the V2 trigger command. If they do nothing on your controller, your vdsd daemon is outdated — update OpenDS5 (or run ./update-vdsd.sh from a source checkout).

Reactive modifiers

Effects can respond to the trigger's actual position — e.g. kick in a vibration only on full pull. Reading trigger position requires access to the controller's input device, which usually means your user must be in the input group:

sudo usermod -aG input $USER   # then log out/in

Without it, the base effect still works; only the reactive parts are skipped.

Intensity

A global intensity control scales effect strength without redesigning the profile.

Saving, importing, exporting

  • Save effects as named profiles.
  • Export a profile to a plain JSON file to share it; Import someone else's the same way.
  • To have profiles apply automatically when a game launches — and to browse community-made ones — see Game Profiles and Library.

Honest limitations

  • Profiles react to your finger, not the game. They can change feel by pull-depth, but can't know you're out of ammo or drawing a bow — only native game support can.
  • Don't stack profiles on natively supported games. If the game drives the triggers itself, a custom profile will fight it. Let the game win — the wired bridge is what makes that possible.
  • One feel per game. A profile is a fixed per-trigger effect; there's no automatic weapon/vehicle switching.

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